userFlaviencancel

4,388 Commits over 609 Days - 0.30cph!

9 Months Ago
merge from hexagontile_kill_fix
9 Months Ago
Disabled saving on hexagongrid.entity
9 Months Ago
merge from socketmod_handles
9 Months Ago
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
9 Months Ago
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9 Months Ago
merge from clientserver_entityfinder_tool
9 Months Ago
merge from tmp_optims
9 Months Ago
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9 Months Ago
Various horse client/server optims
9 Months Ago
Horse: Tweaked force reduction based on slope angle Reduced rider damage when ragdolling Increased leg animator culling distance
9 Months Ago
Manifest
9 Months Ago
merge from main
9 Months Ago
merge from player_catapulting
9 Months Ago
Player dies on impact
9 Months Ago
Re-implemented player catapulting
9 Months Ago
Moved AllowPlayerInstigatedDismount up from BaseVehicle to BaseMountable
9 Months Ago
Speed and handbrake tweaks on slopes
9 Months Ago
Horse ground alignment tweaks
9 Months Ago
Gallop gait tweaks
9 Months Ago
Horses now skid when braking at full speed Progressively reduce head leaning max angle based on speed Re-introduced spine ik Tweaks
9 Months Ago
Fixed hexagon tiles not being killed correctly
9 Months Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
9 Months Ago
merge from siege_weapons
9 Months Ago
Regenerated fonts
9 Months Ago
Include the font update in the phrase update process
9 Months Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
9 Months Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
9 Months Ago
Baseline of a tool generating static fonts based on localization content
9 Months Ago
merge from main
9 Months Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
9 Months Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
9 Months Ago
Added bounds handles for deploy volumes as well
9 Months Ago
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9 Months Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
9 Months Ago
Hide local player arms when mounting the ballista
9 Months Ago
Added WASD controls to ballista
9 Months Ago
Ballista swivel rotation
9 Months Ago
player model NRE fix
9 Months Ago
Tweaks, inverted ballista up animator parameter
9 Months Ago
Added leg animator to the player model, only enabled when mounting the ballista
9 Months Ago
Removed ballista debug logs
9 Months Ago
Increased ballista mass Dismount driver when flipping or reaching high velocities Fixed some rotation issues Fixed missing wheel NRE
9 Months Ago
Catapult item pickup and drop sounds
9 Months Ago
Ballista bolts world models and pickup/dropped sound
9 Months Ago
Fixed siege tower pulling flag colliding with tipping flag
9 Months Ago
Adjusted siege tower model pos so it doesnt spawn clipping into the ground